Wednesday, April 11, 2012

I'm going to clear up a few thing that some people get wrong regarding shooting at vehicles. The first issue is which armour value you're firing at. Some people are under the impression that you use a imaginary line 45 degrees from the corner of the vehicle. That's not correct. When determining which armour value you will be firing at you run a line from corner to corner on the vehicle being shot. This means that longer vehicles like chimeras are easier to shoot in the side armour than say, a dreadnought.

Some people also seem to be under the impression that when determining if a vehicle gets cover, 50% of the vehicle needs to be obscured. This is not true. Only 50% of the armour value you are shooting at needs to be in cover, so is entirely reasonably for a vehicle to be over 50% visible and still get a cover save.

Tuesday, April 10, 2012

Time for the Grey Knights.A little different from other armies, GK’s present a conundrum–the point of
Fang and Steel is to leave behind no support elements…but GK’s have excellent
support units (their Dreads).Just the way it is. So you’ll have to carry your fire support elements
forward instead. They also don’t have Predators, so we need to substitute
Chimeras in that role.

Really? You're going to substitute predators for chimeras? You won't take psyflemen dread because you think they can't move forward? This is whay an article sounds like if the author actually has no idea what he's talking about.

Since we’re building a GK force, we want to be able to clear enemy chaff out
of the way with flamers so our jump troops can hit where they need to. As GK
jump troops are only good due to Halberds plus Storm Bolters…and are inferior in
every other way, we’ll do good to remember they, like Seraphim, are a shooty
unit that gets clear shots then delivers a CC strike. They are NOT a CC unit
first!

Hmmmm..... GK jump troops are inferior in close combat apparently. Power weapons, I6, and hammerhands must suck these days!

These units are jokes. Super expensive shitty Imperial Guard units with BS3. Sweet. You get 3 BS3 meltaguns in a chimera and think it's on par with a predator. That's cute. One of the worst units in this list.

Heavy bolter razorbacks are terrible. Even at S6. Nobody cares about them. They can only glance a chimera and irritate marines. Blood Angels laugh at them and Paladins don't give a fuck. If you're going to spam razorbacks, why don't you equip them so people will notice?

More useless garbage. 8 man squads so you can't combat squad. Master crafting to waste points too. What are these here for? Nobody cares about this unit at all. Maybe Stelek will explain...

Notes: The GK jump squads are intentionally sized the way they are so you
cannot combat squad them. Assault troops with LD8 are just no good! If you know
you are going to lose a battle with them but feel you have to, then pin the tail
on the donkey and get the inquisitor to join them. His job, however, is not to
provide rad grenades (you lazy fucks) but to give you another mobile heavy
flamer that can go elsewhere and beat up a squad that’s bunched up. If you don’t
like your meltagun acolytes carrying storm bolters, just change it.

Assault troops with ld8 are no good, but melta squads with ld8 are.... hmmm.... On a side note, this paragraph is only borderline coherent,

What this army is doing is putting fire support elements into midfield, then
using jump troops to keep people away. They might not be great CC units, but if
you don’t have Terminators…they will smash your face 90% of the time.

I can't think of an army that 16 jump troops can keep away. You know the best part about this army? Tau would wreck it. How sad is that? There isn't a single S8 shot over '12 and the one's that are are bs3 meltaguns.

Most of these 'tactics' sound like a load of bullshit that a GW red shirt trying to sell a shitty army to a noob would say. I'd say Stelek should don a red shirt, but I doubt he wants to jeopardize his unemployment, and there is no way the shirt would fit.

Thursday, April 5, 2012

For those guard players, have you ever absolutely needed to keep a unit at bay? Well there is an almost guaranteed method, provided you have ordanance barrage and at least a unit of 8 psykers.

If it is absolutely necessary, you can reduce a unit to leadership 2. You can then fire ordanance barrage at the unit which reduces their leadership all the way to 1. Mission accomplished. Automatically pinned, even if you only kill 1. It is important to remember that snake eyes on 2d6 only automatically pass morale checks, not pinning checks.

This is incredibly situational, but 3 griffons and a unit of battle psykers almost guarantee controlling a non fearless unit when you absolutely need it.